
out vec4 FragColor;

in vec2 fragUv;

uniform sampler2D colorMap;

// required when using a perspective projection matrix

void main()
{             
    vec4 color = texture(colorMap, fragUv);
    // FragColor = vec4(vec3(LinearizeDepth(depthValue) / farPlane), 1.0); // perspective
    FragColor = color; // orthographic
}